9th-level necromancyCasting Time: 1 actionRange: 100 feetComponents: V, SDuration: InstantaneousChose a target in range and a willing ally. Both targets are instantly killed and are considered to have both failed three death saving throws instantly. If the willy ally has less hit points than the target, the target is allowed a Constitution saving throw to survive with no effect at all. If the target has double or more hit points than the willing ally, the target has advantage on the saving throw. The willing ally is killed regardless of the results of the target’s saving throw.

7th-level necromancyCasting Time: 1 actionRange: 100 feetComponents: V, SDuration: InstantaneousChose a target in range and a willing ally and select an amount of damage up to the willing ally’s current hit point total. Both targets are dealt damage equal to that amount. This damage may not be reduced or prevented by any manner and may kill the ally outright.

Basics- Our next leap might be home! Sojourn is a single player adventure game where you’ve broken your time machine watch and need to randomly jump through time to find pieces to fix the machine. You start out during dinosaur times. On your turn, you can play cards to heal, gain charges for your time machine, or jump to new locations in time to avoid others. Aside from that, every time you jump to a location a new location opens ahead of you in the time stream. When you enter a location you have to discard charges from you time machine and cards. Also when you arrive, you must roll a d100 die to see if you are hurt from the events of that time ranging from nothing bad happening during peaceful negotiations to taking four of your seven hit points at once dodging the bombing of Pearl Harbor, which damages you 90% of the time! If you survive you can then jump to the next location. You can also spend charges from your watch to open another location in the same series above your current one, hoping for a better draw, but knowing that each charge means you could be stuck in the past! If you draw a piece of the time machine from the deck, then you draw a location in time where it is. You can jump to that location as normal, and if you survive, you get to take the piece. Get all four pieces, not die, and have a charge to power the machine, you jump to the safety of your home in the future in the year 2020. Die, not have cards to discard, or not have enough charges, and you’re dead or stuck in the past. Good luck!

Mechanics– I do and don’t play a lot of single play a lot of single player games. I don’t think it’s fun to pull out cardboard and play some game by myself because I feel why bother. On the other hand, I play lots of Onirim and Star realms on my phone. Downtime at a line-rock a game of of Onirim. This game feels like an Onirim. I get to make choices, but there is random factor that you have to figure out how to deal with. You could jump from punishment to punishment and be absolutely wrecked based on the randomness, but it’s still fun. It’s amazingly simple, and that’s a good thing. I don’t have tons of things to keep in mind. It’s just hit points, charges, and cards in my hand. It’s got enough pieces to keep me making choices, but not too many to make this a slog. It’s 10 minutes of fun that hits the table fast and feels fun. It’s not too punishing, but it is not for the only hardcore. If every game must be a gut punch, then walk away. I’ve won more than I’ve lost, so some of the ubergamers might be turned off by difficulty. I am not! 4.5/5

Theme-This game honestly feels like Sliders. You jump to a place, try to survive, and look for the way home. Do not expect a year long DnD game of story in this one, but for five minutes of game, I do feel like there is a story I make when I jump through time. I feel like I’m the time traveler,and that’s the sweet spot! 5/5

Instructions-The instructions are the weakest part of the game. That said, these instructions are pre-release rules, and furthermore, they are not horrible, they could just use a bit more. It just took me about two read throughs to make sure I had it down pat and wasn’t cheating by accident. Not as many pictures on the simple text document I got with my review copy, but the rules will be better going into a nicely polished book with real production. The rules are not bad, but they could use another fresh coat of paint before it’s ready for prime time. 4/5

Execution– This game feels like Fantasy Flight made it. It’s a simple card game, so we obviously need lots of different colored tokens, dice, and two different sized cards. Again, I got a pre-production copy, so I expected some crappy cardboard, simple chits, and cards. Heart and soul went into this game! The art looks great. It is way better than it has any reason to be, and it handles major events like September 11th with tact while still showing its importance. Card layout is easy to pick up and well done. Once you’ve got the rules down, it plays in 5 minutes because you can easily see what each location needs and if you want to try a jump there. It even has nice cubes to give the game a little extra bonus. It would be easy enough to have one cube for each thing, and have them act like a slider. But, it’s an extra little touch to have lots of cubes for each resources that even makes me forgive the cube being plastic and not wood (I have issues I need to deal with, and my compulsive need for only wood cubes is one!). I like everything in this! 5/5

Summary-I was given the chance to review a pre-production single player game. I honestly wasn’t expecting much from this pre-kickstarter game, but I’ve been won over. It’s a fun, fast game that makes me feel like a time traveler. For a hardcore gamer, I don’t game as much as I should and single player games like this might just convince me to pull out physical solo games more often. It’s 20 bucks, and that feels right. You get a lot in the little box from phenomenal arts to great components, and it’s something simple and a blast to pay but won’t overstay its welcome. The rules need a bit more work, but I expect a full color rule book with pictures is easily going to fix any problems I may have. Hands down a fantastic game and something that you can pull out anywhere when you just want to get some gaming in on the fly. 92.5%

2nd-level evocationCasting Time: 1 actionRange: 100 feetComponents: V, SDuration: instantaneousYou choose a target in range and a willing ally in range. The willing ally only gets to choose at start of the spell to be willing and is at your mercy for the rest of the spell. You deal both targets 10 damage. This damage may not be prevented or reduced by any means. The target may choose to take an additional 10 damage that may not be prevented or reduced by any means to deal an addition 10 damage to your willing ally. If the target chooses to do this, then you may choose to deal an additional 10 damage to both targets that may not be reduced or prevented. If you choose to do a second volley of damage to the target and ally, the target may then choose to do a final 10 damage to both targets. The willing ally and the target must have enough hit points for the damage to fully take effect for either you or the target of the spell to choose to do damage. The damage must always be dealt to the same willing ally.

At Higher Levels: When you cast this spell using a higher-level spell slots, you and the target may choose to do an additional round of damage for each spell slot above 2nd.

Want a item that you can use to out maneuver the Lawful Good paladin in your life. I’ve got a dark gift for you!

Ring of the Lie

Wondrous item, uncommon (requires attunement)

This beautiful woven ring appears to as a mundane white gold ring that is made by a patron of a warlock who needs to navigate social situations delicately. Any character casting detect magic must succeed on a DC 20 Intelligence (arcana) check to detect as magical. Any character who puts on the ring must make a Wisdom saving throw DC 20 to prevent a curse from strikingthe curse this item provides. If the character fails the save, while they wear the ring, they perceive the warlock who gave them the ring or any character operating under the guidance of the warlock’s patron as mundane. Demons appear as commoners, fey agents appear as normal animals, and horrors from beyond the stars all appear as statues. The warlock’s spells and vile incantations appear as normal magic that is non-evil. Detect evil and other abilities used against that warlock, his patron, and and any agents of the patron will fail. If the warlock, his or her patron, or an agent of the patron uses his or her powers against a person wearing the ring they may make another saving throw with advantage to end the curse. These rings are often given as presents from the patron to local lords and fellow adventurers to help ease the acceptance of the warlock into an area or group.

I wrote some stuff for a upcoming thing! Here are some things I liked, but didn’t make the cut. Here is a Warlock pact. Its a scary one!

Shell of the Master

Every master chooses those who can serve, and you have been chosen for a most glorious purpose. Something happened, you do not remember much, but there was blood and pain, and now you feel the master in you. You are the now the harbinger of the master. The master grants you power to protect his or her investment. Soon the master will choose you for his final purpose and you will be given the most precious gift of becoming one with the master!

Table: Shell of the Master Expended Spells

Your master provides several extra spells that most warlocks do not have access to. The following spells are added to the warlock spell list for you.

Table: Symbiote Expended Spells

Spell Level

Spells

1st

Cure Wounds (self only), Shield

2nd

Barkskin (self only), Enhance Ability (self only)

3rd

Protection for Energy (self only), Haste (self only)

4th

Greater Invisibility (self only), Stoneskin(selfonly)

5th

Modify Memory, Contagion

Master’s Protection

Starting at level 1, the master has granted you withhis investment a measure of protection. A number of time per day equal to your Charisma modifier, you can cast shield without using a spell slot or using your reaction for the round. You need not have shield prepared to cast this spell.

The Child Quickens

Starting at 6th level, you feel something the child growing inside you, and your “soon to be born child” begins to help its vesselvesile. A number of times per day equal to your Constitution and Charisma modifier you may gain advantage on a saving throw.

Share the gift

Starting at 10th level, you have begun to grow to bulbus lengths as the child begins to grow and squirm inside of you and throughout you. Once per day you may grab a helpless humanoid with less than 20 hit points and kiss that creature on the mouth, expelling your master’s children into the creature. The creature must attempt a Constitution saving throw. If it fails, you have filled the creature with your masters spawn. The creature is affected by dominate person for 1 minute requiring no concentration. Once the spell ends, the masters spawn hatch and the creature explodes in to a shower of gore and you summon forth a creature of CR 2 or less of your master’s chosen type. The summoned creature is not under anyone’s control and acts according to its own will except to not attack you. All creatures who witness the effect must succeed on a Wisdom saving throw or become frightened for one round. You may do this once per day and must take a long rest before you can reuse this ability.

Bodily Transcendence

When you reach 14th level, the master has arrived! You explode into a shower of horror and the master’s true child steps forth from you ruins of your body. You are utterly destroyed and only a wish spell can restore you to life. Choose a creature of your master’s type with a CR of 7 or less that your master would approve, at GM discretion. You are now this creature. You gain all the powers of the warlock class you had as well as all abilities from your new class. You may retrain any ability increases using the creatures base statistics, and you are no longer limited to having a maximum of 20 in any statistic. The DC of any special abilities is equal to your spell save DC and any special attack of the creature is treated as a melee spell attack that you are considered to be proficient in. You continue to level as a warlock from this point forward as you are still being guided by the master in this new form.